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Everything posted by Benton
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No I think he means *engine* plugins, nothing for editor, but, like, GUI for games...at least thats what I think...
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Who bumped this 2009 thread?
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Gahh, you saved my life Mac, I was going crazy. Thanks
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Is this a bug or...? Edit: After playing around with it, It can't seem to find shaders...? I thing the whole project is messed up, so I will create it in a new directory...
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Editor plugins would be nice too...
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Its good to see you are making progress with CSG. I have never worked with it before, but it looks like a really good way of making simple buildings and such. I am really excited for LE3's editor.
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+1 This would be really USEFUL!
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Oh man I want to see foam!
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Really good. What tools do you use for this...? Photoshop?
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Ok so I made a really simple script: require("Scripts/constants/keycodes") require("Scripts/linkedlist") require("Scripts/filesystem") require("scripts/math/math") require("scripts/constants/engine_const") ScreenWidth = 1200 ScreenHeight = 720 --Set graphics mode if Graphics(ScreenWidth,ScreenHeight)==0 then Notify("Failed to set graphics mode.",1) return end RegisterAbstractPath("") --Create framewerk object and set it to a global object so other scripts can access it fw=CreateFramework() if fw==nil then Notify("Failed to initialize engine.",1) return end SetGlobalObject("framewerk",fw) FlushKeys() --HideMouse() local camera = fw.main.camera local scene = LoadScene("abstract::mountianvalley.sbx") while KeyHit(KEY_ESCAPE)==0 do --Camera look fw:Update() fw:Render() Flip(0) end camera=nil ShowMouse() No scene gets loaded... engine.log: Leadwerks Engine 2.5 Initializing Renderer... OpenGL Version: 4.1.0 GLSL Version: 4.10 NVIDIA via Cg compiler Render device: GeForce GTX 460/PCI/SSE2 Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0 Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//query.vert", ""... Invoking script "C:/Users/Benton/Documents/Leadwerk Projects/turning_heads/Scripts/start/collisions.lua"... Invoking script "C:/Users/Benton/Documents/Leadwerk Projects/turning_heads/Scripts/start/fliphook.lua"... Invoking script "C:/Users/Benton/Documents/Leadwerk Projects/turning_heads/Scripts/start/globals.lua"... Loading material "c:/leadwerks engine sdk/materials/cobblestones.mat"... Loading texture "c:/leadwerks engine sdk/materials/cobblestones.dds"... Loading texture "c:/leadwerks engine sdk/materials/cobblestonesdot3.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap.vert", "zip::c:/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap_specular.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/clearcolor.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/guide.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//mesh/mesh_shadow.vert", ""... Loading texture "incbin::noise.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/depthblit.frag"... Loading texture "incbin::Arial9.dds"... Now one thing I don't understand: why is it looking in c:/leadwerks engine...when it should be looking in the script directory...
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LoadScene() is not working for me? require("Scripts/constants/keycodes") require("Scripts/linkedlist") require("Scripts/filesystem") require("scripts/math/math") require("scripts/constants/engine_const") ScreenWidth = 1200 ScreenHeight = 720 --Set graphics mode if Graphics(ScreenWidth,ScreenHeight)==0 then Notify("Failed to set graphics mode.",1) return end RegisterAbstractPath("") --Create framewerk object and set it to a global object so other scripts can access it fw=CreateFramework() if fw==nil then Notify("Failed to initialize engine.",1) return end SetGlobalObject("framewerk",fw) FlushKeys() --HideMouse() local camera = fw.main.camera local scene = LoadScene("abstract::mountianvalley.sbx") chassis=LoadModel("abstract::vehicle_monstertruck.gmf") carobject=objecttable[chassis] car=carobject.vehicle if car==nil then Notify("Vehicle object not found.",1) chassis:Free() return end chassis:SetPositionf(130, 5, 690) chassis:SetRotationf(0,camera.rotation.y+180.0,0) --Variables local dx=0.0 local dy=0.0 local camerapitch=camera.rotation.x local camerayaw=camera.rotation.y local move=0.0 local strafe=0.0 local steering = 0.0 local torque = 0.0 local steerlimit = 30.0 local steerrate = 2.0 local steerangle=0.0 local prevmouseX = 750 local changemouseX MoveMouse(Round(GraphicsWidth()/2),Round(GraphicsHeight()/2)) while KeyHit(KEY_ESCAPE)==0 do --Camera look gx=Round(GraphicsWidth()/2) gy=Round(GraphicsHeight()/2) --dx=Curve((MouseX()-gx)/4.0,dx,3.0/AppSpeed()) --dy=Curve((MouseY()-gy)/4.0,dy,3.0/AppSpeed()) --MoveMouse(gx,gy) camerapitch=camerapitch+dy camerayaw=camerayaw-dx camerapitch=math.min(camerapitch,45) camerapitch=math.max(camerapitch,10) fw.main.camera:SetRotationf(camerapitch,chassis.rotation.y-180,0,1) local tirespeed=-(KeyDown(KEY_UP)-KeyDown(KEY_DOWN))*1.0 car:AddTireTorque(tirespeed,0) car:AddTireTorque(tirespeed,1) car:AddTireTorque(tirespeed,2) car:AddTireTorque(tirespeed,3) steermode=0 changemouseX = MouseX() - prevmouseX turnrad = changemouseX/10 steerangle=steerangle-turnrad*AppSpeed() steerangle=Clamp(steerangle,-5,5) car:SetSteerAngle(steerangle,0) car:SetSteerAngle(steerangle,1) steerangle=Clamp(steerangle,-25,25) car:SetSteerAngle(steerangle,0) car:SetSteerAngle(steerangle,1) fw:Update() local campos=TFormPoint(Vec3(0,1,0),chassis,nil) fw.main.camera:SetPosition(campos) fw.main.camera:Move(Vec3(0,0,-10)) local t=TFormVector(Vec3(0,0,1),camera,chassis) a=-math.deg(math.atan2(t.x,t.z))+180.0 chassis:Hide() chassis:Show() fw:Render() Flip(0) end chassis:Free() chassis=nil camera=nil ShowMouse() It does not seem to be loading a scene, its black with the car loaded...no errors...the scene DOES exist...
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The problem I am having is not getting really realistic physics, but getting "the standard LE vehicle" working on my car model. But I don't understand why it is not working. For instance: chassis=LoadModel("abstract::monstertruck.gmf") carobject=objecttable[chassis] car=carobject.vehicle error: Attempt to index global carobject a nil value... I can't find any docs for objecttable[chassis] I just want to get the standard LE vehicle setup working for my model, thats it...
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Ok so I need to set up a car from scratch. Can I use some of the scripts that are already written, or do I need to totally write some new code?
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could use a bit of bloom...
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i use blender
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What about realtime?
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That looks a lot like real water! Well done!
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Thanks! Did not know that you needed that for objecttable...
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Hey guys, I am adding my car models into my racing game in place of the scout model that comes with LE. However, my model viewer crashes every time I try to view that scout model so I can't see how it is structured. How each part of the model is named, etc. Could someone help me set up my car model? Thanks, Benton Edit: The error I get when I change the chassis model to my chassis is: chassis=LoadModel("abstract::muscleblack.gmf") carobject=objecttable[chassis] car=carobject.vehicle Error: Attempt to index global 'carobject' a nil value...
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I don't know but 1.3 mil polys at 46 fps is expected...
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Leadwerks Visits Sacramento State University
Benton commented on Chris Vossen's blog entry in Chris Vossen's Development Blog
That sounds like two bad guys in a noir movie -
LOD distance to 4? And still not getting good FPS? Weird...
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Hey guys, How do you go about making a material shiny and reflective, so it reflects the enviroment around the model? Not quite like a mirror, more like a really glossy car... I have no clue how to do this Thanks, Benton
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I saw some water shaders in the shaders.pak file, I wonder if you could apply them to a smaller plane?
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What effects are you running? Also, turn off skype before you do any tests as it is a memory hog. I can run a million polys at 60 fps on my computer so maybe a problem with your drivers?